LIGHT (JAB) PUNCH

Diagonal Jump Light Punch: If you hit them out of the air with this move it will reset them and you can follow up with a Condor Dive while you're still in the air for mix-ups.

MEDIUM (STRONG) PUNCH

(Anti-Air) Standing Medium Punch: Good for poking and footsies. From very close it can be used as an anti-air.

HEAVY (FIERCE) PUNCH

Crouching Heavy Punch: Is an experimental anti-air. Sometimes it will beat certain cross-ups, but it's on a case by case basis with most characters.

Neutral Jump Heavy Punch: Sometimes works as an instant overhead but it is too risky, even on hit, to do unless it will finish your opponent off.

LIGHT (SHORT) KICK

Standing Light Kick: Is good for setting up a tick throw.

MEDIUM (FORWARD) KICK

HEAVY (ROUNDHOUSE) KICK

Crouching Heavy Kick: Is a sweep move that results in an untechable knockdown. It's good against opponents who Focus Attack recklessly or back-dash.

Command Normals:

Thrust Peak: Down forward jab

-This is a very fast move and swats most jump-ins clean if timed correctly. I use this move when I'm crouching and don't want to commit to a Tomahawk Buster when I don't have meter. This move resets the opponent a few feet away from you. Great for baiting out moves after the reset or just walk up and command throw. This is a GREAT move as it forces them to jump less and stay grounded.

Reader Comments (3)

Command normalsDrop Elbow: Jumping neutral or diagonal and down+medium punch beats out or trades with most air-to-air attacks.

Thrust Peak: Down forward+jab will swat most jumps-in clean and reset the opponent. Very fast start up and good recovery. Great for opponents who jump in from close range, safer than committing to a Tomahawk Buster.